I knew there was a reason I put you in the credits pre-emptively.KDR_11k wrote:I downloaded a pack including the Krog, the Vulcan and the Buzzsaw for pre-CC TA. Dunno where that came from.
I could lua a quick gadget that would make a unit earn .1 experience for every kill, if you set the exp multiplier to zero that would mimick the TA system (minus autoregen, IIRC TA units regenerated once they had 15 kills?).
EDIT: Done.
Hardcore Annihilation 0.1.1 release thread - poll for future
Moderator: Moderators
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Okay, capture time is probably not possible to change but for the rest I gather:zwzsg wrote:You might find that thread releveant to your interests.KDR_11k wrote:If you describe all experience effects to me I could try implementing a gadget which applies them.
weapon damage +5%/lvl
taken damage -5%/lvl
reloadtime -6%/lvl (5%?)
(lvl being kills/5, all capped at lvl 5)
Also taking damage:
reloadtime +20% -.02*health
?
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
k, I've got them working (including the damage -> slower reload thing), anything else?
Using the Spring accuracy calculations currently, they're hardcoded and would be hard to counteract, I would probably have to make it not use the experience value at all. If anyone can tell me the formula for OTA accuracy, that is.
Using the Spring accuracy calculations currently, they're hardcoded and would be hard to counteract, I would probably have to make it not use the experience value at all. If anyone can tell me the formula for OTA accuracy, that is.
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
I have tried this mod yesterday in a game vs KAI, and had a very nice game, I must say it feels very OTA-like.
Some comments about things i don't like in it:
* Zeus weapon - i am sure that Spring has ways do make it look more similar to OTA lightning...
* Hawks and other fighters - i know that Spring handles fighters movement totally differently, but isn't it possible to increase their movement stats to make them behave more like in OTA?
* Fark, EMP launcher and probably others... - they aren't original TA or TA:CC units, why are they included?
Sorry for my bad English

Some comments about things i don't like in it:
* Zeus weapon - i am sure that Spring has ways do make it look more similar to OTA lightning...
* Hawks and other fighters - i know that Spring handles fighters movement totally differently, but isn't it possible to increase their movement stats to make them behave more like in OTA?
* Fark, EMP launcher and probably others... - they aren't original TA or TA:CC units, why are they included?
Sorry for my bad English

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Which would return several bugs. The beamweapon makes it non-hitscan and allows for cylindrical targetting and shootthroughfriendlies. The spring-engine lightning does not. Obviously I must improve the visual effect, but such features are low-priority.Rafal99 wrote:I have tried this mod yesterday in a game vs KAI, and had a very nice game, I must say it feels very OTA-like.![]()
Some comments about things i don't like in it:
* Zeus weapon - i am sure that Spring has ways do make it look more similar to OTA lightning...
On my to-do list.* Hawks and other fighters - i know that Spring handles fighters movement totally differently, but isn't it possible to increase their movement stats to make them behave more like in OTA?
You are mistaken - they are indeed Cavedog units.* Fark, EMP launcher and probably others... - they aren't original TA or TA:CC units, why are they included?
And your English is perfectly understandable.
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Probably the easiest way to do it would be to somewhat hide laser effect rendered by Spring and then draw a proper lightning effect with LUA. In OTA lightning is drawn using a few lines combined together, shouldn't be hard to LUA the effect, but ok, i understand it is low-priority atm.Pxtl wrote:Which would return several bugs. The beamweapon makes it non-hitscan and allows for cylindrical targetting and shootthroughfriendlies. The spring-engine lightning does not. Obviously I must improve the visual effect, but such features are low-priority.Rafal99 wrote: * Zeus weapon - i am sure that Spring has ways do make it look more similar to OTA lightning...
Edit: Don't beamweapons allow placing custom texture on them?
I know they are Cavedog units, but they are not TA or TA:CC units.Pxtl wrote:You are mistaken - they are indeed Cavedog units.Rafal99 wrote: * Fark, EMP launcher and probably others... - they aren't original TA or TA:CC units, why are they included?

I think you it would be nice to have different versions of this mod:
1. Only TA units.
2. TA + TA:CC units.
3. TA + TA:CC + TA:BT + other Cavedog units.
It is possible to include all these options in 1 mod file and make selectable in lobby in "Mod Options" tab. CA has something like that for example.
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
An "original TA only" units option would be fun for a lark.
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
There were 6 downloadable units from Cavedog AFAIK - 3 per side.
Also, wasn't BT just missions and maps?
Also, wasn't BT just missions and maps?
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
BT included some of the downloadable units released between CC and it. There were more than six downloadables but most were pre-CC and were included with the expansion.
IMO differentiating between TA+CC and TA+CC+post-CC units is silly, it's just a handful of units, not worth the clutter in the mod selection. A TA (+ downloadables?) and a TA+CC version would be enough IMO.
IMO differentiating between TA+CC and TA+CC+post-CC units is silly, it's just a handful of units, not worth the clutter in the mod selection. A TA (+ downloadables?) and a TA+CC version would be enough IMO.
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Okay, let's get down to business. I'm trying to do some custom lua here for the mod-listing. This crap is way down my priority list, but learning lua is way more fun than learning to debug cob scripts or testing OTA.
Now, first off: WTF do I do with KDR_11k's file? Dump it in LuaRules folder? Do I have to put the gadget handler in there too?
Next, I've created a modoptions file that defines the different sets of units to choose from - the plan is 4 sets: OTA, OTA+Cavedog Downloads, OTA+CC, and all Cavedog.
So, I plan to have a tag for "CavedogSource", which can be ota, download, cc, or both.
So, the plan is to iterate through the build list - at each build, search for the unit's UnitDef entry. When found, confirm the unit's CavedogSource matches the current modoptions setting.
So, this lua below is untested, and I still have to go through and flag all my units based on their download source... but does this make sense? Here would be my Unitdefs_post.lua file:
is there any way to get an interactive Lua interpreter running in the Spring engine itself? Or would that be meaningless for this case, since Lua rules are executed at startup? Is there any run-time approach to lua inspection, or do you guys rely on the shoddy documentation?
Now, first off: WTF do I do with KDR_11k's file? Dump it in LuaRules folder? Do I have to put the gadget handler in there too?
Next, I've created a modoptions file that defines the different sets of units to choose from - the plan is 4 sets: OTA, OTA+Cavedog Downloads, OTA+CC, and all Cavedog.
So, I plan to have a tag for "CavedogSource", which can be ota, download, cc, or both.
So, the plan is to iterate through the build list - at each build, search for the unit's UnitDef entry. When found, confirm the unit's CavedogSource matches the current modoptions setting.
So, this lua below is untested, and I still have to go through and flag all my units based on their download source... but does this make sense? Here would be my Unitdefs_post.lua file:
Code: Select all
if (modOptions and (modOptions.unitlist ~= 'all')) then
for name, ud in pairs(UnitDefs) do
--remove any inapplicable units from lists
if (ud.buildoptions) then
for index, builtname in pairs(ud.buildoptions) do
if (
((modOptions.unitlist == 'ota') and UnitDefs[builtname].CavedogSource ~= 'ota') or
((UnitDefs[builtname].CavedogSource ~= 'both') and UnitDefs[builtname].CavedogSource ~= modOptions.unitlist)
) then
table.remove(ud.buildoptions, index)
end
end
end
end --for
end
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Yeah, that didn't work.
I checked the wiki - is there a decent "hello world" approach I can take just to make sure my Lua rules are even being executed?
I checked the wiki - is there a decent "hello world" approach I can take just to make sure my Lua rules are even being executed?
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
You'll see a list of loaded gadgets in the infolog. Try grabbing the LuaRules folder from e.g. Fibre and replacing the contents of the Gadgets folder.Pxtl wrote:Yeah, that didn't work.
I checked the wiki - is there a decent "hello world" approach I can take just to make sure my Lua rules are even being executed?
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Thanks for the tip... but what about the simple on-start-up scripts, not full-out gadgets? I saw that CA had a bunch of scripts in their root LuaRules folder that looked like they just executed on mod launch. Or am I misunderstanding how that works?KDR_11k wrote:You'll see a list of loaded gadgets in the infolog. Try grabbing the LuaRules folder from e.g. Fibre and replacing the contents of the Gadgets folder.Pxtl wrote:Yeah, that didn't work.
I checked the wiki - is there a decent "hello world" approach I can take just to make sure my Lua rules are even being executed?
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Those files are the gadget handler. There's a more up-to-date copy of it in springcontent that you can access by using files like those in Fibre.
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Dangit, I'm finally getting back into Lua and figuring this out, and I can't find information on which units were available in which packs. Short of tracking down all the various files and sources and decompiling them, anybody got some information? I've got listing of the 4 Battle Tactics units and the 6 download-only units... but I can't find a listing of which units were in the 3.1 pack, Core Contingency, and OTA.
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Isnt the difference with a attack in spring and OTA that in spring you get this flanking bonus shit.
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
That's far less of a difference than things like friendly fire, and Pxtl already disabled the flanking bonus.
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
its a good idea this project tho. I remember reclaiming own units as a bug in old ta. When a unit stands to close to a wrackage
.

Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Reminds me, I haven't uploaded the full gadget yet. It implements the damage bonus, reduction and ROF increase for experience and the ROF decrease for damage.
- Attachments
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- TA_experience.lua
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